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From the WotC Boards: Mearls on 'Aggro'
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<blockquote data-quote="TwinBahamut" data-source="post: 3882714" data-attributes="member: 32536"><p>I can't speak for the people who think it is "obvious", but if you ask me, the main problem with Aggro rules is the fact that they cause battles to be dangerously unstable. Such rules depend on the tank being on the top of the aggro list at all times, and that other party members deliberately hold themselves back to avoid being above the tank on the aggro list. Unless the whole party obsesses over aggro control at all times, and nothing occurs outside of the team strategy, then fragile attackers or healers tend to be killed suddenly. It reduces team flexibility and the chance of trying new strategies, and forces a game where everyone does the same thing all the time.</p><p></p><p>Anyone's guess is as good as mine as to why it works for WoW. The only MMORPG I have ever played is Everquest, so I know exactly how <em>bad</em> aggro rules can be implemented, and the problems they cause. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Ugh, trains and the fact that Area of Effect attacks were suicide, and the high death rate, were more than enough to convince me how bad they could be.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 3882714, member: 32536"] I can't speak for the people who think it is "obvious", but if you ask me, the main problem with Aggro rules is the fact that they cause battles to be dangerously unstable. Such rules depend on the tank being on the top of the aggro list at all times, and that other party members deliberately hold themselves back to avoid being above the tank on the aggro list. Unless the whole party obsesses over aggro control at all times, and nothing occurs outside of the team strategy, then fragile attackers or healers tend to be killed suddenly. It reduces team flexibility and the chance of trying new strategies, and forces a game where everyone does the same thing all the time. Anyone's guess is as good as mine as to why it works for WoW. The only MMORPG I have ever played is Everquest, so I know exactly how [i]bad[/i] aggro rules can be implemented, and the problems they cause. :) Ugh, trains and the fact that Area of Effect attacks were suicide, and the high death rate, were more than enough to convince me how bad they could be. [/QUOTE]
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From the WotC Boards: Mearls on 'Aggro'
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